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Comment: revising

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The campaign requires the construction of an unique station to progress. This requires a certain amount of wares to complete which can be more easily acquired now than when they are needed. As this station is quite useful it is recommended to fully build it which will require considerably more wares. No Reinforced Metal Plating is required since 2,799 units will be provided which is more than enough for full construction. Fusion Reactors are extremely under supplied and often not available for sale so regular checks are required to acquire some.

In order for the previously mentioned station to operate efficiently it will need 2 bulk mining ships with approximately 32 Surface Miner Mk1 drone units to supply its raw material needs. The Sequana L mine ship is a good choice as it offers a good combination of capacity, speed and toughness. Although such ships could be boarded from factions like PMC they are such low value it is more convenient to buy them off one of the 2 L shipyards. It may be possible to use only 1 Sequana with a lot of Surface Miner Mk1/2 drone units however the cost of the drones likely exceeds the cost of another Sequana.

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This small DLC adds the Fields of Opportunity system comprising of 2 unusual sectors that are connected between Albion/Far Out/Exhaustless Mines and Omicron Lyrae/Eclipse Clouds/Drippy Ascent. All mechanic vendors in this system offer the Heavy Laser Mk1 (Slot 1) and Pulsed Maser Mk3 (Slot 2) weapons for the Albion Skunk. Some new ship types are also added, including the very useful Phoenix Marauder. There is also a unique chain mission called The Rising Tide which can be completed for a steam achievement. Trading through the system is very perilous due to pirate factions which will always try to loot traders using fast XL capital ships.

The sector Fields of Opportunity/Serpentine Haze connects with Albion. It possesses no highways, is filled with hazards and has some unique object. The lack of highways means speedy navigation requires extensive use of boost. Hazard zones include electrical storms which periodically deal damage, dense mine fields which will wreck devastation on big or slow ships and radioactive nebulas which will deal heavy continuous very heavy damage when continuously when entered. The sector is laid out such that there are a number of gaps around huge radioactive nebula clouds. Radioactive nebula can be spotted by a combination of electrical storms and the presence of bright glowing chunks. NPC ships are extremely poor at navigating the hazards, and will often commit suicide by trying to fly through them. The Jump Gate is located inside a huge hollowed out rock near the shipyard at Verdant Profit.

The sector Fields of Opportunity/Fatal Path connects with Omicron Lyrae. It possesses 2 disconnected highways and is filled with a variety of bases and minerals. Boost has to be used to get between the highway networks efficiently. The main highway loop connecting the Jump Gate with the superhighway contains 2 stations. On the other highway are bases for CAR, UA and XEN. The CAR/UA bases seem especially prone to being trashed up by marauding XEN K Class Destroyer ships. The Jump Gate is near the station at Sea-green Oasis.

Heavy Laser is Mk1 is an improved Mining Laser which Mk1/2 which deals high damage to all objects, not just asteroids. In addition to good DPS, it also has moderate shield penetration allowing it to damage ships and components slightly while still underneath shields. It suffers from poor heat management in the form of initial activation heat cost, continuous heat generation while in use and very slow heat cooldown. Although its 1.5 km range is low, weapon mods can greatly extend this. Much like the Mining Laser, it still requires manual aiming and impacts practically instantly. This weapon is very useful at damaging capital ship engines as it can start damaging them, and slowing down the ship, before the protecting forcefield generators are depleted. It also has use in dogfights since as long as the <player> can aim the targeting cursor accurately then it will always hit and the high damage melts lesser small craft very quickly. The laser is also very effective against Drone unit waves as despite the small size of drones it is surprisingly easy to hit them and a single sweep of the laser can quickly . Players with the HoL DLC should ignore this weapon as it is obsoleted by the Railgun Mk1destroy an entire wave.

Note: With the Heart of Light DLC the Heavy Laser Mk1 is mostly obsoleted by the Railgun Mk1 which shares the same weapon slot.

Pulsed Maser Mk3 is a redesign of the weapon series. It periodically fires glowing sticky spheres which deal very little immediate damage but instead deal continuous stacking damage over a long time. Although the DPS output starts out very low, it quickly ramps up to levels similar to other weapons as more spheres are stuck to the target. It has extremely good heat management allowing for continuous use over extended periods, potentially infinitely if a strong enough cooling rate mod is used. Although it has a massive 3.0 km range, it has slow projectile speed making it hard to hit moving targets. The continuous damage from sticky spheres supresses target shield regeneration. The shield suppression and good damage make it effective at removing capital ship components. Its high DPS and good heat management make it effective at lowering and managing capital ship hulls in preparation for boarding. Usefulness in dogfights is badly affected by the slow projectile speed and the delayed damage. Due to the delayed damage mechanic, practice is needed in order to avoid wasting time by sticking additional spheres to an already as good as dead target.

Teladi ships are of a unique dome shaped design.

Heart of Light (Interlude)

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